Skydance’s game, Behemoth (2024), has just received a substantial update aimed at tackling some of the more “controversial” feedback concerning its combat system.
Initially, we at the review desk could appreciate the game’s combat mechanics, but it seems not all players shared this sentiment following its launch on December 5th across platforms like Quest 2/3/Pro, PSVR 2, and PC VR headsets through both the Horizon Store (for Meta users) and Steam.
In response, Skydance Games has rolled out a patch for all these platforms, concentrating on refining the game’s physics-heavy gameplay, which prominently features melee combat against human opponents.
“Let’s cut to the chase: the combat’s had its share of controversy. Many players enjoy it as is, so we aren’t planning to overhaul it drastically,” the studio shares. “That said, we’ve also received feedback about frustrations with elements like stamina depletion, parrying difficulties, and tight windows for dodging enemy attacks.”
The studio assures that the patch has “fine-tuned our systems to make stamina, parrying, and dodging more forgiving,” with the goal of enriching the experience for everyone playing the game.
Moreover, Behemoth now offers a ‘Freestyle Mode,’ still in beta, which significantly reduces the impact of Combat Stamina drain, except when climbing, and addresses previous issues with boss battles, enemy AI behavior, and overall game stability across all systems.
For those wanting detailed patch notes, you can find the full list here, though be advised it contains some spoilers. Below is a spoiler-free summary:
### QUEST SPECIFIC
#### Player Experience
– Introduced a “Shader compiling” loading screen at game start to lessen confusion during shader reloads.
– Main Menu now features added haptic feedback.
– Resolved a crash in Arena Mode [BETA] triggered by striking the gong under certain conditions.
– Improved interactions and collision handling during climbing in key sections.
– Fixed progress blockers, covering areas like the Nightscraper fight and Ragnar’s disappearance in the tutorial.
#### Gameplay
– Enhanced collision to stop players from inadvertently merging with game geometry.
– Addressed occasional clipping problems with Dreddstag and Shacklehide’s leg climbing.
– Keys correctly respawn in ghost form after saving and reloading.
– Improved hit reactions and transitions for enemies during combat.
– Adjusted hand grips and inverse kinematics for ropes.
#### Art & Audio
– Enhanced environment textures and lighting, with notable improvements on Quest 3.
– Reduced visual pop-ins.
– Remedied floating assets such as arrows and rubble.
– Music continuity ensured during Shacklehide battles.
### ALL PLATFORMS
#### Progression Blockers
– Resolved issues causing characters like Kragjaeger and Shacklehide not to appear or leading to soft locks.
– Fast Travel is now available after the main campaign for further exploration.
#### Combat Updates
##### Tuning Adjustments:
– Dodge now includes 0.5 seconds of invincibility.
– Standard enemies can be defeated with a single headshot.
– Enhanced leniency for parrying/blocking angles for simpler execution.
##### Combat Stamina Drain Adjustments:
– Balanced stamina usage across all difficulty levels.
– “Freestyle Mode (BETA)” offers minimal stamina drain, though achievements/trophies are disabled in this mode.
Tenderfoot difficulty has been adjusted to lessen enemy damage.
#### Miniboss and Boss Tuning
– Revised difficulty and fixed malfunctions with minibosses.
– Increased Ragnar’s health and attack speed.
#### Level Updates
– Corrected interactions in key areas like Shacklehide’s arena, Zephyr’s Pass, and the Throne Room.
– Enhanced puzzle dynamics and chest access in Duskhold and other regions.
#### Miscellaneous Fixes
– Boosted stability through major crash fixes.
– Resolved issues with lighting, visual inconsistencies, and VO timing.
– Reorganized Trophy Room collectibles to circumvent glitches.
This update appears aimed at ironing out issues while also making the game more accessible for those players who found earlier elements too punishing. Certainly a sensible move by Skydance to keep Behemoth appealing across the spectrum of VR gamers.